9,402 research outputs found

    CGAMES'2009

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    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    Unlocking AI Literacy:The SMaILE-App Gaming Experience

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    AI's promise to become embedded in every aspect of modern life is quickly becoming a reality. However, a significant gap emerges in educational resources tailored for adolescents. This void often cultivates misconceptions about AI's capabilities and potential risks. To close this gap, we present SMaILE-App, a novel educational cross-platform app designed to foster AI literacy among individuals aged 10 to 18. While inclusive, the app design is purposely biased towards rectifying the gender gap in STEM. Applying a constructionist educational framework, SMaILE-App promotes learning AI fundamentals through interactive gameplay, merging entertainment with personalized knowledge acquisition. SMaILE-App comprises a suite of \emph{minigames} in an engaging narrative, each focusing on a different AI concept, as well as interactive creational and instructive modules. SMaILE-App rests on two key ideas: AI is not a singular, all-encompassing term but a spectrum of methodologies, each with its nuances, and AI is not without its limitations
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